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Going the Distance with Babylon.js

Going the Distance with Babylon.js

By : Josh Elster
4.3 (12)
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Going the Distance with Babylon.js

Going the Distance with Babylon.js

4.3 (12)
By: Josh Elster

Overview of this book

Babylon.js allows anyone to effortlessly create and render 3D content in a web browser using the power of WebGL and JavaScript. 3D games and apps accessible via the web open numerous opportunities for both entertainment and profit. Developers working with Babylon.js will be able to put their knowledge to work with this guide to building a fully featured 3D game. The book provides a hands-on approach to implementation and associated methodologies that will have you up and running, and productive in no time. Complete with step-by-step explanations of essential concepts, practical examples, and links to fully working self-contained code snippets, you’ll start by learning about Babylon.js and the finished Space-Truckers game. You’ll also explore the development workflows involved in making the game. Focusing on a wide range of features in Babylon.js, you’ll iteratively add pieces of functionality and assets to the application being built. Once you’ve built out the basic game mechanics, you’ll learn how to bring the Space-Truckers environment to life with cut scenes, particle systems, animations, shadows, PBR materials, and more. By the end of this book, you’ll have learned how to structure your code, organize your workflow processes, and continuously deploy to a static website/PWA a game limited only by bandwidth and your imagination.
Table of Contents (20 chapters)
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1
Part 1: Building the Application
7
Part 2: Constructing the Game
13
Part 3: Going the Distance

Space-Truckers: The State Machine

People who have some familiarity with game development may be familiar with the idea of a game being structured around a series of loops. An Update loop runs the simulation and physics, moving objects and applying effects according to the latest update. A render loop is when the scene is actually drawn to the screen. We’ve seen examples of this previously, such as when we add event observers for the scene.onBeforeRenderObservable, but that’s at a lower level than what we’re looking at currently. Our application is going to be a host for multiple different BJS scenes and it will therefore need a way to periodically update the application’s state as well as tell the active scene to render. Finally, it must be able to manage to transition between different scenes.

An application of the kind we’re building has some implicit requirements when it comes to how it responds to input and evolves its internal state over...

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